static void UpdateCurrentRevealed(NbackObjControl next) { if (currentRevealed) { currentRevealed.Cloak (); } currentRevealed = next; next.Reveal (); }
Transform GenerateNbackObject(float x, float y) { Vector3 spawnPos = new Vector3(x, y, 0); // Generate Random Nback Object 30% chance of correct nback int forceCorrect = Random.Range(0, 10); int correctNback = Util.findNbackMatch(sequence, nLevel); int randNback = Random.Range(0, nbackObjects.Count); if (forceCorrect >= 3) { while (randNback == previous || randNback == correctNback) { randNback = Random.Range(0, nbackObjects.Count); } } else { randNback = correctNback; //Debug.Log ("Forcing to correct nback "+correctNback.ToString ()); } previous = randNback; Transform t = GameObject.Instantiate(nbackObjects [randNback], spawnPos, Quaternion.identity) as Transform; NbackObjControl ctrl = t.gameObject.GetComponent <NbackObjControl> (); // Register in sequence sequence.Add(ctrl.type); if (Util.checkNbackMatch(sequence, nLevel)) { ctrl.MarkCorrect(); } // Used to prevent mineral reveal after nlevel changes if (nLevel != prevnLevel) { count++; } else { count = 0; } if (count > 3) { prevnLevel = nLevel; count = 0; } return(t); }
Transform GenerateNbackObject(float x, float y) { Vector3 spawnPos = new Vector3(x, y, 0); // Generate Random Nback Object int rand = Random.Range(0, nbackObjects.Count); Transform t = GameObject.Instantiate(nbackObjects [rand], spawnPos, Quaternion.identity) as Transform; NbackObjControl ctrl = t.gameObject.GetComponent <NbackObjControl> (); // Register in sequence sequence.Add(ctrl.type); if (Util.checkNbackMatch(sequence, nLevel)) { ctrl.MarkCorrect(); } return(t); }
static void UpdateCurrentRevealed(NbackObjControl next) { currentRevealed = next; next.Reveal (); }
static void UpdateCurrentRevealed(NbackObjControl next) { currentRevealed = next; next.Reveal(); }